Gypsum & Expertise-its a Level

I think the problem with the 500-625 grind is you are more or less grinding the same content from 500 until 625, and any gear you collect below 590 GS is worthless. It is extremely repetitive. Not many normal people would think this is fun.

Additionally, you cannot realistically pvp until you have 590 armor with resilient and a + 600 GS weapon. I personally think PvP is the only good aspect of the game and at this point you literally have to spend hundreds of hours playing before you get to enjoy the good stuff.

They really should allow level 20 plus players participate in arenas and OPR with level 60 pre-selected loadouts.

5 Likes

What if all gear dropped as if your character had 600 expertise in all slots, but scaled down to the midpoint of your expertise (like it does when you buy gear off the trading post now)?

Interesting points I see in this discussion are all variations of the play, not the system itself?

Agreed there.
PVP is restrictive and limited.
They added arenas, the problem is not the arena, but players to pvp each other at lower levels in more or less equal situations.

A good idea for them to see what they will be doing, but what would they achieve for rewards? Gaining only experience would be best in that situation

Like that one. Better then hoping for a legendary i have to upgrade.
its similar to a suggestion I made a month or so ago about umbrals. That once you have a a certain weapon-use axe- to 625. You get a new axe and perks, requires half the amount of umbrals to make it 625.

Me harvesting in New World… only need 2,354,984 more fibers 743,364 more silkweed and 440,234 more Wirefiber and i’m set to craft a bunch of gear that I turn around and delete…

5 Likes

Yes, the crafting rng needs a major overhaul. Big time.

Don’t think you can find any players that say its great right now.
Worthless, pointless and many other similar words.

Harvesting is the easy part, we got tools,-with gathering yield/speed boosts, proficiency potions, gear, harvesting trophies to punch up the chance of high bonus materials.

2 Likes

Everyone sees it, it’s just a shit system.

It’d be like if AGS said you have to stay on the beach for the first 4 weeks of the game making campfires and killing boars. It’s boring, repetitive, and an all-together poor design that serves no real function other than to gate fresh level 60’s away from old level 60’s. For what purpose?

Why would we want to segregate similar player populations?

What is the benefit?

How does that support the model of multiplayer online game?

3 Likes

I find it interesting as a system because it does make a difference in experience/skill.

As a dps/tank its 625 all the way. No problem, grunt.

Put my gear on for a bow/spear/lifestaff/etc.light gear setup and i’m in a range of 600- 615 gear score and i’m doing “what is this *dodge roll?..wheeeeeeeeeeeeeeeeee…oops I’m dead”

Learning new gear, advancing that gear to the top.
Learning mastering combat style and play.
Learning to change up the character to whatever you want.

1 Like

People do see it. That’s why they hate it so much.

Imagine if leveling was as restrictive and unfun as gypsum / expertise is. Or, put another way, imaging if the 1-60 grind was done through only running 2 dungeons over and over, mindlessly opening chests once per day, and a few other activities… and then you could not advance any more that day.

People do it. That’s why they hate it so much.

wouldnt the imbalance in skills and weapons throw the system off anyway?

Those things aren’t interconnected though.

I can easily throw stacks of umbrals at focus gear and my Will of the Ancients and have a decked out 625 healing set, that doesn’t mean I actually have REAL expertise at healing.

Nor should the game be in charge of determining my quality as a player. Hell, I doubt the game developers are even remotely qualified to determine my quality as a player.

I can learn how gear works without artificial limitations, and meeting the requirements of those arbitrary limitations is no functional gauge of my understanding of the gear. There is no correlation.

I’ve probably been the longest running advocate for player-progression (not character progression) for New World, and have consistently maintained that there needs to be more depth to combat.

Expertise does not support that function in any way. It’s simply a timegate that says whether or not that hammer you found drops at 550gs or 590+.

3 Likes

Great reply. Seriously.

Now, you or i can push gear fast up to 625. Due to achievement of having that flow of umbrals easily obtained M10 dungeons hello-or daily gypsum/chest/rotten crafting… any gear is nothing to upgrade.
And nothing effects our play/skill except our own abilities as a player.

The thought now is:
60 means all gear slots show 600, and upgrade with gypsum/umbrals from there?
Thus taking out the fruitless grind and using experience to 60 as the endeavor.

I try to keep my ideas for change as minimalistic as possible. A lot of AGS’s ideas aren’t inherently bad, they’re just not well-developed and can easily be made enjoyable with some tweaks.

I’d start by testing the waters with gypsum bumps and a change to named item drops. Any named item capable of dropping at 600 may as well drop at 590 (for people below 590 expertise), and then be downscaled in the exact same way BoE gear purchased off the Trading Post is based on the player’s “expertise” with that gear. This makes running dungeons feel less tedious since you’ll always be able to use those exciting drops, even if they won’t be full power for quite some time. The key thing being, they CAN eventually be bumped to 600 and are thusly never a bad drop. Randomized gear (XXXX Sword of the XXXX) drops can still be gated by expertise so that newer players aren’t flooded with amazing drops right out the gate. Also, the named drops often times are really good, but not the best options available compared to crafting gear, so it’s not even like they’re getting some unfair advantage.

Gypsum is very easy for experienced players to farm efficiently but not so much for new players. Based on posts I’ve ready from people both for and against, the average time it takes experienced players to go 500-600 is roughly 3-4 weeks at a rate of 3-4 hours per day, or about 120+ hours of playtime. I would wager that raising gypsum bumps to 10 expertise per use would be enough so that dedicated players can go 500-600 in about 10 days, give or take based on expedition runs and consistency, or roughly 30-40 hours of grinding post 60.

Hitting that 600GS is such a barrier for new players to interact with old players in both PvE and PvP, and that’s just to get STARTED on the REAL endgame grinds. The difference of gearscore makes such a huge difference in how you play that all the time played pre-600GS is largely wasted.

In PvP, new players are largely relegated to standing on the sidelines with ranged weapons trying to poke things or simply getting mowed over, and in PvE the newer players are mostly getting carried by better geared teammates. Neither experience helps the new player better understand how to play the game. The shift from skill-based combat towards gear-based combat has all but assured that.

I just don’t think the dev team has a coherent vision of what progression should look like, which is why we have these systems that don’t seem to support each other. 1-60 is different than 500-600, and 600+ is different from the previous two. The gameplay just changes so much based on what phase of progression you’re on and none of it serves as a great foundation for the final goals. I think the two changes I suggested would cut down on unnecessary grinds and help players get to the start of their last grind (and thus the rest of the community) faster.

4 Likes

Tens of hours, not hundreds. Not anymore :slight_smile:

I was talking about whole leveling experience collectively. I think you’ll be pretty close to 100 hours going from 1-60, then to 600 gs, and then collecting 590 gear with resilient and a decent weapon at +600 GS. That’s a long time just to stand a chance in OPR or arenas. Forget about wars until you make a name for yourself.

Ironically that would be more fun than grinding expertise.

They could match the content level to GS x10, like lvl 50 content drops 500gs, 55 drops 550gs, lvl 60 content drops 600 gs, but thats too intuitive and obvious.

1 Like

I think we did see this, and didn’t like how it was delivered for the most part. That’s “Gear” vs “Player” progression. We wanted progress but not in the form of gear dictating how well your character performed regardless of skill. It was a big turn off. :confused:

The true end-game is actually intended to be “Wars”… once you get your gear min/maxed, and your build is perfect (at least until another patch, perhaps) you went to war to win the territory game. otherwise what are you trying to min/max? you can only have 1 character so once you’re min/maxed and set in stone, there is nothing for you to do except repeat said end-game content or war.

Okay, to diverge just a bit.
Wars as end game
Pvp only effects a pve player in taxes and crafting station upkeep.
Otherwise, a pve player can totally ignore all pvp activities.-wars/forts/arenas/faction quests.
Just the same way pvp players can ignore all gathering/crafting etc. activities. But they still need more activities of pvp.

Two tracks to war goals

War Invasions might be the pve goal of war against corrupted to save their town ( crafting stations! priorities there!)

War for territory is the pvp war goal against other players.

So in summary, reading through all replies and thoughts.

The main concern about expertise is really about the level of expertise achievement.
Its awkward, grinding and slow, not smooth-most noted around getting to that 600 expertise

That is one good suggestion/solution.

Yes, exactly. That would be the best and easiest thing for AGS. Or use Umbral shards to upgrade gear from 500 if you wish. That would make gypsum obsolet though.